SelectPalette(type, id)
You have to pass the type and identifier of the object whose palette should be made the
active one. The following object types can be passed to the type argument:
#ANIM #BGPIC #BRUSH #DISPLAY #LAYER #PALETTE #SPRITE |
Note that SelectPalette() will neither check if the object passed to it exists nor
if it has a palette. For performance reasons, all this won't be verified until you
call a function which actually tries to access the currently active palette. Thus,
it is also possible to make a palette active which doesn't exist yet.
By default, the current display's palette is the active one. If the current display doesn't have a palette and you call a function that tries to access it, an error will occur. See Palette mode displays for details.
Note that EndSelect() must never be called for SelectPalette().
Do not confuse SelectPalette() with functions like SelectBrush()
or SelectAlphaChannel() which require you to call
EndSelect() when you're done with them. This must not be done
for SelectPalette() as it just sets the default palette for functions like
SetPen() so you must never call EndSelect()
for SelectPalette().
SelectPalette(#BRUSH, 1)The code above makes the palette of brush 1 the active one.